Code for Cloud Physics

I overheard the problem with clouds and decided to suggest a possible solve. I have seen many space games use this tactic and it adds both atmosphere and some cool style accents. The basics of it is that you have 2d convincing images of clouds facing down on the planet. Once the code detects that the ship is passing through the clouds it activates a corner screen animation that makes it look like you are passing through clouds. Then when you exit the atmosphere you just have the image of the planet with clouds around it. This takes most strain off of your device via the use of easy images rather than full on physics based clouds.

Cloud Code (This is very rough cut and I made it in like 3 mins)
while(bool i = false){
if(spaceShipHeight >= (int cloudLevel = 12)){
World.drawRect(overlayCloud1) /*These are the images to work as the animation for when the ship enters the clouds */
World.drawRect(overlayCloud2)
World.drawRect(overlayCloud3)
}
}

From here you just reverse that process when entering the atmosphere and set up animations for the clouds appearing when you get in distance of the planet. Like I said this could be a very cool way to have the player experiencing the clouds without having to make physics and have it drain the machine. Thank you for your time. I know this is very basic but it is just an outline of my idea. Given time I could work on it more if needed.
Thanks,
Alumaur

I believe the clouds are fine as they made them. Andrew said that the game is smooth on an iPhone X, which means that most phones that can actually run it at sufficient speed will not have a problem with clouds. Besides, you could just turn them off, if that is an option.
Also, I am very confident that the developers are more than aware of this, and will require a bit (much) more complex code for a game where there is no "coordinate zero" (planets are round, planets themselves move)